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#pragma once
#include "modelFactoryMesh_fwd.h"
#include "mutation.h"
#include "persistence.h"
#include "shape.h"
#include "style.h"
#include <map>
#include <string>
class FaceController : public Mutation, public Style, public Persistence::Persistable {
public:
class Split : public Persistable {
public:
std::string id;
glm::vec3 origin, normal;
private:
friend Persistence::SelectionPtrBase<std::unique_ptr<Split>>;
bool persist(Persistence::PersistenceStore & store) override;
std::string
getId() const override
{
return {};
};
};
using FaceControllers = std::map<std::string, std::unique_ptr<FaceController>>;
using Splits = std::map<std::string, std::unique_ptr<Split>>;
void apply(ModelFactoryMesh & mesh, const Style::StyleStack & parents, const std::string & names,
Shape::CreatedFaces & faces) const;
std::string id;
std::string type;
FaceControllers faceControllers;
Splits splits;
private:
friend Persistence::SelectionPtrBase<std::unique_ptr<FaceController>>;
bool persist(Persistence::PersistenceStore & store) override;
std::string
getId() const override
{
return {};
};
void applySingle(ModelFactoryMesh & mesh, const Style::StyleStack & parents, const std::string & name,
Shape::CreatedFaces & faces) const;
Shape::CreatedFaces extrude(ModelFactoryMesh & mesh, const std::string & faceName, OpenMesh::FaceHandle) const;
Shape::CreatedFaces split(
ModelFactoryMesh & mesh, const std::string & faceName, OpenMesh::FaceHandle &, const Split &) const;
};
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